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Initial commit of Command & Conquer source code.
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UNIT.H
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UNIT.H
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/*
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** Command & Conquer(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: F:\projects\c&c\vcs\code\unit.h_v 2.19 16 Oct 1995 16:45:56 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : UNIT.H *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : April 14, 1994 *
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* *
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* Last Update : April 14, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef UNIT_H
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#define UNIT_H
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#include "tarcom.h"
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#include "radio.h"
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#include "cargo.h"
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#include "mission.h"
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#include "target.h"
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/****************************************************************************
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** For each instance of a unit (vehicle) in the game, there is one of
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** these structures. This structure holds information that is specific
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** and dynamic for a particular unit.
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*/
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class UnitClass : public TarComClass
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{
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public:
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/*
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** This records the house flag that this object is currently carrying.
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*/
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HousesType Flagged;
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/*---------------------------------------------------------------------
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** Constructors, Destructors, and overloaded operators.
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*/
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static void * operator new(size_t size);
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static void operator delete(void *ptr);
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UnitClass(void) {};
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UnitClass(UnitType classid, HousesType house);
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operator UnitType(void) const {return Class->Type;};
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virtual ~UnitClass(void);
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virtual RTTIType What_Am_I(void) const;
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/*---------------------------------------------------------------------
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** Member function prototypes.
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*/
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static void Init(void);
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bool Goto_Clear_Spot(void);
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bool Try_To_Deploy(void);
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bool Tiberium_Check(CELL ¢er, int x, int y);
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bool Flag_Attach(HousesType house);
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bool Flag_Remove(void);
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void Find_LZ(void);
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bool Unload_Hovercraft_Process(void);
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bool Goto_Tiberium(void);
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bool Harvesting(void);
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void APC_Close_Door(void);
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void APC_Open_Door(void);
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/*
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** Query functions.
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*/
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virtual bool Can_Player_Move(void) const;
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virtual int Pip_Count(void) const;
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virtual InfantryType Crew_Type(void) const;
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/*
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** Coordinate inquiry functions. These are used for both display and
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** combat purposes.
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*/
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virtual COORDINATE Sort_Y(void) const;
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/*
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** Object entry and exit from the game system.
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*/
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virtual bool Unlimbo(COORDINATE , DirType facing=DIR_N);
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virtual bool Limbo(void);
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/*
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** Display and rendering support functionality. Supports imagery and how
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** object interacts with the map and thus indirectly controls rendering.
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*/
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virtual void const * Remap_Table(void);
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virtual void Look(bool incremental=false);
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virtual short const * Overlap_List(void) const;
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virtual void Draw_It(int x, int y, WindowNumberType window);
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/*
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** User I/O.
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*/
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virtual ActionType What_Action(CELL cell) const;
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virtual ActionType What_Action(ObjectClass * object) const;
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virtual void Active_Click_With(ActionType action, ObjectClass * object);
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virtual void Active_Click_With(ActionType action, CELL cell);
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virtual void Response_Select(void);
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virtual void Response_Move(void);
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virtual void Response_Attack(void);
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/*
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** Combat related.
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*/
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virtual COORDINATE Target_Coord(void) const;
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virtual ResultType Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source=0);
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virtual TARGET As_Target(void) const;
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virtual void Stun(void);
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/*
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** Driver control support functions. These are used to control cell
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** occupation flags and driver instructions.
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*/
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virtual bool Stop_Driver(void);
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virtual bool Start_Driver(COORDINATE & coord);
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/*
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** AI.
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*/
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virtual DirType Desired_Load_Dir(ObjectClass * passenger, CELL & moveto) const;
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virtual RadioMessageType Receive_Message(RadioClass * from, RadioMessageType message, long & param);
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virtual void AI(void);
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virtual int Mission_Attack(void);
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virtual int Mission_Unload(void);
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virtual int Mission_Guard(void);
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virtual int Mission_Harvest(void);
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virtual int Mission_Hunt(void);
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virtual int UnitClass::Mission_Move(void);
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virtual FireErrorType Can_Fire(TARGET, int which) const;
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/*
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** Scenario and debug support.
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*/
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#ifdef CHEAT_KEYS
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virtual void Debug_Dump(MonoClass *mono) const;
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#endif
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/*
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** Movement and animation.
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*/
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virtual void Enter_Idle_Mode(bool initial=false);
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virtual MoveType Can_Enter_Cell(CELL cell, FacingType facing=FACING_NONE) const;
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virtual void Per_Cell_Process(bool center);
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virtual void Scatter(COORDINATE threat, bool forced=false);
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void Exit_Repair(void);
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// MoveType Blocking_Object(TechnoClass const *techno, CELL cell) const;
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/*
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** File I/O.
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*/
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static void Read_INI(char *buffer);
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static void Write_INI(char *buffer);
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static char *INI_Name(void) {return "UNITS";};
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bool Load(FileClass & file);
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bool Save(FileClass & file);
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virtual void Code_Pointers(void);
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virtual void Decode_Pointers(void);
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/*
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** Dee-buggin' support.
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*/
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int Validate(void) const;
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private:
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/*
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** This contains the value of the Virtual Function Table Pointer
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*/
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static void * VTable;
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};
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#endif
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